Show Menu
Cheatography

A summary of building a new character

1. Kin

1-4
Human
5-7
Halfling
8-9
Dwarf
10
Elf
11
Mallard
12
Wolfkin

2b. Profession Starting Gear

Artisan
"1–2 Warhammer (small), leather armor, blacks­mith’s tools, torch, flint & tinder, D8 food rations, D8 silver 3–4 Handaxe, leather armor, carpentry tools, torch, rope (hemp), flint & tinder, D8 food rations, D8 silver 5–6 Knife, leather armor, tanner’s tools, lantern, lamp oil, flint & tinder, D8 food rations, D8 silver­"
Bard
"1–2 Lyre, knife, oil lamp, lamp oil, flint & tinder, D6 food rations, D8 silver 3–4 Flute, dagger, rope (hemp), torch, flint & tinder, D6 food rations, D8 silver 5–6 Horn, knife, torch, flint & tinder, D6 food rations, D8 silver­"
Fighter
"1–2 Broads­wor­d/b­attle axe/mo­rning star, small shield, chainmail, torch, flint & tinder, D6 food rations, D6 silver 3–4 Short sword/­han­dax­e/short spear, light crossbow, quiver, leather armor, torch, flint & tinder, D6 food rations, D6 silver 5–6 Long spear, studded leather armor, open helmet, torch, flint & tinder, D6 food rations, D6 silver­"
Hunter
"1–2 Dagger, short bow, quiver, leather armor, sleeping pelt, torch, flint & tinder, rope (hemp), snare, D8 food rations, D6 silver 3–4 Knife, longbow, quiver, leather armor, sleeping pelt, torch, flint & tinder, rope (hemp), fishing rod, D8 food rations, D6 silver 5–6 Dagger, sling, leather armor, sleeping pelt, torch, flint & tinder, rope (hemp), snare, D8 food rations, D6 silver­"
Knight
"1–2 Broads­wor­d/m­orning star, shield (small), plate armor, great helm, torch, flint & tinder, D6 food rations, D12 silver 3–4 Flail/­war­hammer (small), shield (small), chainmail, open helmet, torch, flint & tinder, D6 food rations, D12 silver 5–6 Short sword, lance, shield (small), chainmail, open helmet, combat trained horse, D6 food rations, D12 silver­"
Mage
"1–2 Staff, orbuculum, grimoire, torch, flint & tinder, D6 food rations, D8 silver 3–4 Knife, wand, grimoire, torch, flint & tinder, D6 food rations, D8 silver 5–6 Amulet, grimoire, sleeping pelt, torch, flint & tinder, D6 food rations, D8 silver­"
Mariner
"1–2 Dagger, short bow, rope (hemp), grappling hook, sleeping pelt, torch, flint & tinder, D8 food rations, D10 silver 3–4 Scimitar, leather armor, rope (hemp), grappling hook, torch, flint & tinder, D8 food rations, D10 silver 5–6 Trident, spyglass, rope (hemp), grappling hook, torch, flint & tinder, D8 food rations, D10 silver­"
Merchant
"1–2 Dagger, sleeping pelt, torch, flint & tinder, rope (hemp), donkey, D6 food rations, D12 silver 3–4 Knife, sleeping pelt, lantern, lamp oil, flint & tinder, field kitchen, donkey, cart, D6 food rations, D12 silver 5–6 Dagger, sleeping pelt, large tent, oil lamp, lamp oil, flint & tinder, backpack, D6 food rations, D12 silver­"
Scholar
"1–2 Staff, notebook, quill, sleeping pelt, torch, flint & tinder, D6 food rations, D10 silver 3–4 Knife, book (any subject), sleeping pelt, oil lamp, lamp oil, flint & tinder, D6 food rations, D10 silver 5–6 Short sword, bandages, sleeping poison (one dose), sleeping pelt, lantern, lamp oil, flint & tinder, D6 food rations, D10 silver­"
Thief
"1–2 Dagger, sling, rope (hemp), grappling hook, torch, flint & tinder, D6 food rations, D10 silver 3–4 Knife, lockpicks (simple), torch, flint & tinder, D6 food rations, D10 silver 5–6 Two daggers, marbles, rope (hemp), torch, flint & tinder, D6 food rations, D10 silver­"

3. Roll Attributes

Roll 4d6 and drop the lowest, adding the three remaining together. Assign to whatever ability you want, just don't forget your profes­sion's core attribute.
WIL is used to determine how many Willpower points you have, which are used to trigger your special abilities and spells
CON determines your starting Hit Points
Starting Willpower points is equal to your WIL score

Starting HP is equal to your CON score

4a. Starting Skill Levels

1-5
3
6-8
4
9-12
5
13-15
6
16-18
7
On your skills list, you will see the linked Attribute next to it, for example Acrobatics (AGL) means your based Acrobatics skill level is = to the Starting Skill Level for AGL.

Ex. You have an Agility of 15. Meaning any skill linked to AGL (agility) starts at a 6 (see table above).

Go ahead and fill out all the skills on the sheet, using this method.

5. Roll for Memento

Roll on Page 27 of the rulebook, or come up with an idea. Remember, they are very small items that take up negligible room, are non-ma­gical, and are not valuable.
Optional: Weaknesses - you may give yourself a minor weakness, such as Gullible, Glutto­nous, Klepto­maniac, reckless, fearful, etc. If you role play this weakness you gain an Advanc­ement Mark at the end of the session
Mementos are small items that bring you comfort or let you recovery your focus. They are never magical, nor valuable (to anyone but you).

Once per game session, during a STRETCH rest (15 minutes) you can focus on your Memento to remove one condition
 

1a. Kin Special Abilities

Kin
Ability
Cost
Move Speed (meters)
Human
Adaptive - choose what Skill to use when rolling. DM must agreed
3WP
10
Halfling
Hard to Catch - when dodging, get a BOON on the EVADE roll
3WP
8
Dwarf
Unforg­iving - Gain a BOON on the roll vs. anyone who has ever harmed you
3WP
8
Elf
Inner Peace - Meditate for a Stretch Rest, doing NOTHING else. Gain +1d6 bonus WP and +1d6 HP and clear a condition. You are unresp­onsive during meditation
None
10
Mallard
Ill-te­mpered - Gain a BOON on a SKILL roll. You must take the ANGERED condition if you don't have it already. Cannot use this ability on an INT-based check
3WP and gain ANGRY condition if you don't have it
8
 
Webbed Feat - gain a BOON on SWIMMING rolls
None
Wolfkin
Hunting Instinct - Designate a creature you can see or smell as your prey. This counts as an action. You can follow their scent all day, and for an additional 1WP when making an attack on prey, gain a BOON
 
12

3a. Damage Bonuses and Movement Adjust­ments

STR/AGL
Bonus
<= 12
No bonus
13-16
+1d4
17-18
+1d6
Your STR is used to determine your MELEE bonus, while AGL is for your RANGED bonus.

Your Movement is modified by your Agility.
AGL 1-6 = -4 movement penalty
AGL 7-9 = -2 penalty
AGL 10-12 = No change
AGL 13- 15 = +2 Move bonus
AGL 16-18 = +4 bonus

4. Roll Age

Roll
Age
Skill options
Adjust­ments
1-3
Young
6 profession + 2 of any choice
AGL and CON +1
4-5
Adult
6 profession + 4 of any choice
None
6
Old
6 prof. and 6 of any choice
STR, AGL, CON all at -2, INT and WIL get +1

4b.. Assign profes­sional skills

Profession Skills
Each profession has a collection of skills you can choose to make "­tra­ine­d" skills. Typically, it's 6. Go through and upgrade six profession skills so that they are double their base skill rating.
Free choice skills
Your age determines how many "­fre­e" skills you get that are not linked to your profes­sion. For example, a Young PC will get 2 bonus skills, while an old adventurer gets 6. You can choose any skills, profes­sional or not, but NOT skills you already trained. These additional skills get their base skill rating doubled
.
 

2. Profes­sions (1d10 roll)

1
Artisan
2
Bard
3
Fighter
4
Hunter
5
Knight
6
Mage
7
Mariner
8
Merchant
9
Scholar
10
Thief

2a. Profession Abilities

Profession
Core Attribute
Skill Choices
Heroic Ability
Artisan
STR
Axes, Brawling, Crafting, Hammers, Knives, Sleight of Hand, Spot Hidden, Swords
Master Blacks­mith, Master Carpenter or Master Tanner - all require CRAFTING skill of 12
Bard
CHA
Acroba­tics, Bluffing, Evade, Knives, Languages, Myths & Legends, Perfor­mance, Persuasion
Musician (req: Perfor­mance 12)
Fighter
STR
Axes, Bows, Brawling, Crossbows, Evade, Hammers, Spears, Swords
Veteran (req a Weapon skill of 12)
Hunter
AGL
Acroba­tics, Awareness, Bows, Bushcraft, Hunting & Fishing, Knives, Slings, Sneaking
Companion (req. Hunt & Fish 12)
Knight
STR
Beast Lore, Hammers, Myths & Legends, Perfor­mance, Persua­sion, Riding, Spears, Swords
Guardian - requires AXES, HAMMERS, or SWORDS skill of 12
Mage
WIL
"✦ Animist Skills: Animism, Beast Lore, Bushcraft, Evade, Healing, Hunting & Fishing, Sneaking, Staves ✦ Elemen­talist Skills: Elemen­talism, Awareness, Evade, Healing, Languages, Myths & Legends, Spot Hidden, Staves ✦ Mentalist Skills: Mentalism, Acroba­tics, Awareness, Brawling, Evade, Healing, Languages, Myths & Legend­s"
Magic
Mariner
AGL
Acroba­tics, Awareness, Hunting & Fishing, Knives, Languages, Seaman­ship, Swimming, Swords
Sea Legs - Swim of 12
Merchant
CHA
Awareness, Bartering, Bluffing, Evade, Knives, Persua­sion, Sleight of Hand, Spot Hidden
Treasure Hunter - req. Bartering of 12
Scholar
INT
Awareness, Beast Lore, Bushcraft, Evade, Healing, Languages, Myths & Legends, Spot Hidden
Intuition - requires MYTH & LEGENDS skill of 12
Thief
AGL
Acroba­tics, Awareness, Bluffing, Evade, Knives, Sleight of Hand, Sneaking, Spot Hidden
Backstab - requires KNIVES of 12
           
 

Comments

No comments yet. Add yours below!

Add a Comment

Your Comment

Please enter your name.

    Please enter your email address

      Please enter your Comment.

          Related Cheat Sheets

          Campaign Logger vNext Cheat Sheet
          World Building Cheat Sheet
          Dragonbane Actions Cheat Sheet

          More Cheat Sheets by tangobreaker

          Bubblegum Crisis RPG/Fuzion System Cheat Sheet
          Dragonbane Cheat Sheet